Tweaked fire rates of Enforcer, Shock Rifle, Ripper, Flak Cannon to be even closer to the originals.

Reduced gravity on Biosludge to make it feel more like the original.
Buffed chainsaw altfire, making it hit fast on a wider arc.
Correctly fixed armor + shield belt behaviors.
Made it so jump boots drain after landing, thus preventing fall damage on the last jump in case it's enabled.
Made jump boots drain slowly over time, for balance reasons (especially when jumping is disabled).
This commit is contained in:
Marisa the Magician 2018-08-12 15:39:21 +02:00
commit b5a0c723fe
8 changed files with 64 additions and 39 deletions

View file

@ -85,7 +85,7 @@ Class BioSpark : Actor
BounceFactor 0.5;
WallBounceFactor 0.5;
Gravity 0.2;
Scale 0.04;
Scale 0.06;
}
override void PostBeginPlay()
{
@ -218,7 +218,7 @@ Class BioGel : Actor
override void PostBeginPlay()
{
Super.PostBeginPlay();
vel.z += 6;
vel.z += 3;
deadtimer = -1;
l = Spawn("BioLight",pos);
l.target = self;
@ -281,7 +281,9 @@ Class BioGel : Actor
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](1,3);
let s = Spawn("BioSpark",pos);
Vector3 spos = pos;
if ( atplane == 1 ) spos += Normal*2;
let s = Spawn("BioSpark",spos);
s.vel = pvel;
}
}
@ -442,6 +444,7 @@ Class BioGel : Actor
Scale 2;
Speed 18;
ProjectileKickback 120;
Gravity 0.5;
PROJECTILE;
-NOGRAVITY;
+SKYEXPLODE;